From: Guillaume L. <gui...@gm...> - 2005-09-24 14:40:27
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Hello everyone, I implemented two interesting features this week. First, the export/import of matrix animation will now work fully. As Maya, 3dsMax and XSI use very different transform stacks, forcing the baking of the matrices on export when doing data interchange may be necessary. Second, I implemented the current COLLADA 1.4 morph target proposal. The support for blend shapes is not backward compatible. This is one rare case as, I don't expect other backward compability problems, going into COLLADA 1.4. There's a few other developments. Ray Donnelly contributed a nice piece of code to support Maya's notes on transforms, geometries and cameras. Thanks Ray. Most transform-based nodes will now export in the scene graph: place3dTexture, lookAt, constraints, etc. You can the latest version of the plug-in here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.73.zi= p?download Have a good week-end! Guillaume Laforte Feeling Software Inc. --------------------------------------------------------- Recent Changes: 23/09/05 (Release 0.73) =09(gla...@fe...) =09Orthographic Camera Import: The orthographic width parameter, for orthographic cameras, is halved, once imported into ColladaMaya. Added conversion function when importing the orthographic left/right. =09COLLADA 1.4 Morph Targets: THIS CHANGE IS NOT BACKWARD COMPATIBLE. Refactored the export of blend shapes to reside with the other controller: the skin cluster. Order the export of the controllers of a mesh so that a morph controller can be the base mesh of a skin controller. Implemented the export of the morph controller, according to Andy's samples and Joshua's proposal. Implemented the ordered import of the morph controllers. Refactored the creation of the controller's target, as it may be a controller or a geometry. 22/09/05 =09(gla...@fe...) =09Matrix Animation Import: That's one very important import feature that is currently missing. This allows the import of data from any DCC tools, whatever the strangeness of their transform stack. Add to the possible animated elements, the <transform> element with the associated 'matrix' plug. When importing the animations, if you are loading a kMatrix value-type of animation, go through a special path instead of creating animation curves. Read the COLLADA animation matrices one by one, set them on the node and use a MEL command to set a key on all the animation curves. The MEL command is too slow, so create the animation curves for the transform plugs and assign them animation keys according to the decomposed matrix factors. The shear factors are not 'animatable', according to Maya, so force the animation curve unto them. =09Merged in Ray Donnelli's change for the import/export of Maya's notes, described below. =09(ra...@nu...) =09Added importing and exporting of the Maya notes attribute for meshes/geometries and transforms/nodes. 19/09/05 =09(gla...@fe...) =09SourceForge #1295342: No animation is currently exported when "Bake Transforms" is enabled. This was because the plug was not being cached for sampling. Fixed the <accessor> element export and its parameters, which had wrong attributes: type was "float" instead of "float4x4", name was empty and is now "matrix", the stride was missing: it is now "16". =09Rotation Transform Animation: For non-Maya transforms, only load the first identified rotation's animation. 18/09/05 =09(gla...@fe...) =09Multiple Controller Instance Ordering: This is an issue when the order of the controller instances is wrong. This happens with data from 3dsMax. Ensure that instances are created to the mesh node, rather than the transform. Ensure that the instantiation happens after the controller has been completely created, by buffering them, when found, in the controller library. |